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my lap with a Genesis!
my lap with a Genesis!
Nice feature for the future GT live mode : a type of aerial/drone camera.
How fun would it be if you could fly your own drone around in the replays? I could see myself spending so much time trying to get awesome angles flying after cars going through corners.
Edit:
Not happening unless they model everything around the tracks. You would end up seeing something like this:
Shouldn't the rearview interior mirror be placed on the black piece a few centimetres above it?
I think the black piece is a rain sensor.
Not happening unless they model everything around the tracks. You would end up seeing something like this:
Shouldn't the rearview interior mirror be placed on the black piece a few centimetres above it?
Not happening unless they model everything around the tracks. You would end up seeing something like this:
I've been crossing my fingers for the capability to take aerial shots ever since I started following GT5 and now I'm seeing it in replays or live mode. I'm just paranoid it won't be there for the stay.Good job we're not still on PS1 then, isn't it?
Willow, Fisherman's Bend and the oval wouldn't pose any problems, they're already open. Brands, Nurb and Tokyo would require some scenery to be placed further from the track and/or limit the drone height.
It's extra work on some tracks, but it's also a very interesting feature that I think both the photomode and racer communities would enjoy. Greater extent of scenery is something that's going to have to be done as they move to more realistic television style camera work anyway, which regularly includes helicopter/blimp shots as well as towers and overhead wires. Given that, allowing a free "drone" camera is just a smart move.
The Office is awesomeThanks for showing a stock car! Now if we can just see it. . . Matrix style
I think we're the only ones who think so. It's up there with Rugrats and The Wire.The Office is awesome
I remember in the Kaz documentary that, even though the Rome Colosseum is only seen on the outside, one of the track designers still included an interior for it, if in case the camera happens to move across it.Good job we're not still on PS1 then, isn't it?
Willow, Fisherman's Bend and the oval wouldn't pose any problems, they're already open. Brands, Nurb and Tokyo would require some scenery to be placed further from the track and/or limit the drone height.
It's extra work on some tracks, but it's also a very interesting feature that I think both the photomode and racer communities would enjoy. Greater extent of scenery is something that's going to have to be done as they move to more realistic television style camera work anyway, which regularly includes helicopter/blimp shots as well as towers and overhead wires. Given that, allowing a free "drone" camera is just a smart move.
You dont.I have a quick question about the beta. I know you have to compete the daily workout to unlock cars, but what about the tracks? How do you unlock those?
I don't think you know how that works...Honesty, why can't PD hire Three Fields Entertainment (Ex-Burnout Founders) to make damage for them?
Doing what I can now with the DS4
I don't think you know how that works...
Also, Burnout is seriously the worst example regarding damage for a simulation game.
Please explain on why it is the worst example for a sim?
Look how good the damage is; 9 year old game?
Please explain on why it is the worst example for a sim?
Look how good the damage is; 9 year old game
It's amazing, but there's a reason why they toned the damage down a lot in GTAV. The performance hit is massive.And GTA IV (and I think GTA V, but IV without a doubt). It's crazy how that damage system worked.
I know what you mean. To be fair, I thought it was relevant to bring up in the "argument" of manufacturers and what they're restricting sim racers from doing with their cars in regards to damage. Ian Bell says there aren't any, and now people call other developers lazy (as he did) for not doing more with their infinite resources. I'm thinking he had PD in mind in his response to a question about this.Are we really comparing the damage in a game with unlicensed cars, where crashing is one of the primary focuses, to a sim-racer with dozens of real-world manufacturers?
Have you ever made a low-speed impact in Burnout? The "proper" damage only gets activated, once a heavy crash gets triggered and I wouldn't be surprised if the game actually switches out certain physics calculations.
The car models also don't even have a fraction of the details from the cars in GTS, no interior and everything would've to work with the game engine, this also includes performance like framerate etc.
I'll never disagree that the damage we've seen so far in the GT series is disappointing, but it's not only much more complicated than you seem to think, Burnout also is simply a bad example on how to do crash damage for a simulator.
EDIT:
It's amazing, but there's a reason why they toned the damage down a lot in GTAV. The performance hit is massive.